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<blockquote data-quote="Li Shenron" data-source="post: 6142687" data-attributes="member: 1465"><p>I'm ok with this version, but frankly I think these rules are unimportant.</p><p></p><p>All versions so far are still too complex for the Basic game, and for a narrative gamestyle also.</p><p></p><p>I might want to have a tactical game with more combat complexity, so not exactly "narrative". But still, what happens when you drop unconscious, doesn't interest me much. I just think it's hardly worth the effort. If I'm playing in a high-lethality old school game, I probably just want the PC dead and quite quickly. If I'm playing a heroic game where the PC dies only when their "users" want to, then I'm just turning the "dead" condition into something else.</p><p></p><p>Practically, the only reason to have these detailed rules, is just to have something for the unconscious PC's player to do on its turn. But these continuous changes to the rules IMHO don't really improve anything, probably they're just the designers' reaction to one or the other of the close playtesting groups which happened to be more vocal at this turn about a corner case to "fix". Wasted design time, if you ask me...</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6142687, member: 1465"] I'm ok with this version, but frankly I think these rules are unimportant. All versions so far are still too complex for the Basic game, and for a narrative gamestyle also. I might want to have a tactical game with more combat complexity, so not exactly "narrative". But still, what happens when you drop unconscious, doesn't interest me much. I just think it's hardly worth the effort. If I'm playing in a high-lethality old school game, I probably just want the PC dead and quite quickly. If I'm playing a heroic game where the PC dies only when their "users" want to, then I'm just turning the "dead" condition into something else. Practically, the only reason to have these detailed rules, is just to have something for the unconscious PC's player to do on its turn. But these continuous changes to the rules IMHO don't really improve anything, probably they're just the designers' reaction to one or the other of the close playtesting groups which happened to be more vocal at this turn about a corner case to "fix". Wasted design time, if you ask me... [/QUOTE]
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